Search found 476 matches

by Orion
Fri Oct 19, 2012 2:00 am
Forum: General Discussion
Topic: Oblige 4.28 Released
Replies: 3
Views: 3243

Re: Oblige 4.28 Released

Psychedelic theme is taken really serious here.
Still, I had fun with this.

Psychedelic gave me gear floors, Quake ceilings and button windows:
http://img651.imageshack.us/img651/9454/quake0000.th.jpg

Key windows...
http://img11.imageshack.us/img11/2953/quake0002.th.jpg

Door walls :?
http ...
by Orion
Mon Sep 24, 2012 12:41 am
Forum: QuakeC Programming
Topic: Question about random()
Replies: 2
Views: 2031

Question about random()

Does random() only return 10 different random numbers, between 0 and 1?
I've tested it with ftos() and it only gave me 0.1, 0.4, 0.7 etc...
I dunno if ftos() round things up a little, but can random() return something like 0.15? 0.00001, etc?
by Orion
Tue May 01, 2012 3:48 am
Forum: QuakeC Programming
Topic: MultiDamage fix
Replies: 18
Views: 7249

Re: MultiDamage fix

Yeah, but what about shootable doors, buttons, monsters? These will take no shotgun damage with that code. :P
by Orion
Sun Apr 29, 2012 6:15 pm
Forum: QuakeC Programming
Topic: MultiDamage fix
Replies: 18
Views: 7249

Re: MultiDamage fix

Impossible, it should be an entity, not a float. Also, your compiler will give you an error if you try that.
A possibility is using darkplaces' findfloat(), but it will only work on DP then.
by Orion
Sun Apr 29, 2012 3:07 am
Forum: QuakeC Programming
Topic: MultiDamage fix
Replies: 18
Views: 7249

Re: MultiDamage fix

Yeah, you're right, it is possible to completely remove ClearMultiDamage().

So the new ApplyMultiDamage() will look like this:


void() ApplyMultiDamage =
{
local entity e;

e = nextent(world);
while (e)
{
if (e.multi_damage)
{
T_Damage (e, self, self, e.multi_damage);
e.multi_damage = 0 ...
by Orion
Sat Apr 28, 2012 5:54 am
Forum: QuakeC Programming
Topic: MultiDamage fix
Replies: 18
Views: 7249

Re: MultiDamage fix

Notice that multi_damage was turned into a dot float, which is a float that belongs to an entity, so 2 entities will not take the same damage, unless if the pellets are spread half and half for both entities. The Shotgun firing works like this:

First it resets the multi_damage value of every entity ...
by Orion
Mon Apr 23, 2012 6:43 pm
Forum: QuakeC Programming
Topic: MultiDamage fix
Replies: 18
Views: 7249

MultiDamage fix

You know that originally the multi damage for the shotguns only applies damage to a single entity, even if the pellets spread hitting two or more entities, and the last entity it hits gets the full damage, while the others take no damage at all.
That's not a hard fix, but for those who haven't found ...
by Orion
Wed Apr 18, 2012 11:30 pm
Forum: General Discussion
Topic: heh heh heh persistance matters
Replies: 26
Views: 8538

Re: heh heh heh persistance matters

No crosshair :?
Even when crosshair is 1. But I played well even without it, lol.
@Topic: Here it ran even smoother than DP, on an i5, gt 220 1gb card.
by Orion
Sat Apr 14, 2012 6:23 pm
Forum: QuakeC Programming
Topic: Winquake-friendly sqrt function.
Replies: 4
Views: 2881

Winquake-friendly sqrt function.

I've seen a method of finding square roots 'without' a calculator by hand these days, with very little margin of error.
I decided to transform this method to a QC function, and I've got pretty close ingame results.

Here's the function:


float(float n) sqrt =
{
local float divisor, result, i ...
by Orion
Mon Sep 19, 2011 2:38 am
Forum: General Discussion
Topic: Was the TF logo...
Replies: 13
Views: 3444

Was the TF logo...

...taken from French Southern and Antarctic Lands flag??

Look:

http://upload.wikimedia.org/wikipedia/commons/thumb/a/a7/Flag_of_the_French_Southern_and_Antarctic_Lands.svg/500px-Flag_of_the_French_Southern_and_Antarctic_Lands.svg.png

and:

http://www.k1ck.com/common/logotf.jpg

They're ...
by Orion
Fri Apr 29, 2011 12:37 am
Forum: General Discussion
Topic: Quake Dodgeball
Replies: 42
Views: 22960

Never seen that issues here. :o
And also I can't reproduce them. It works perfect here. :?
What engine are you using? It may be an engine issue...

I never spawned into walls and such... That's really weird.
by Orion
Wed Apr 20, 2011 1:16 pm
Forum: General Discussion
Topic: Quake Dodgeball
Replies: 42
Views: 22960

Vote-map is a cool idea, but we'll need a certain amount of dodgeball maps done so I put their names within the vote-map code... :wink:
by Orion
Wed Mar 30, 2011 1:00 am
Forum: General Discussion
Topic: Molotov cocktail model
Replies: 2
Views: 1553

Molotov cocktail model

Hey, I'm just creating this thread to ask if someone has a molotov cocktail model that I'll use for the pyro on my TF mod. :wink:
Thanks! :)
by Orion
Mon Mar 14, 2011 12:00 am
Forum: General Discussion
Topic: Just a little curiosity...
Replies: 10
Views: 7475

I've heard at least 2 of the teleport sounds in some movies, but can't remember which ones.

A sound that I hear often in movies and such is plat1.wav I think.

And I raised the pitch of the z_pain sound and it really did sound like a cat O.o

I also figured out a long time ago that bounce is axhit2 ...
by Orion
Sun Mar 13, 2011 8:08 pm
Forum: General Discussion
Topic: Just a little curiosity...
Replies: 10
Views: 7475

I was searching the internet for this and I found this thread:
http://rome.ro/smf/index.php?topic=1694.0

A guy said that T. Reznor did the gib sounds by squashing a mellon close to a really sensitive mic so it sounded like that... O.o